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Old 10-08-09, 02:16 PM   #31
TheDarkWraith
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oh good idea....reminds me of my wingman in Jane's Longbow Anthology...I could give him commands to do things for me. But I would like for them to also 'override' my command if their captain deems something else more important. Now that would be cool.
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Old 10-08-09, 02:22 PM   #32
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I really do not see why it could not happen. We have experience it in other games. Simple commands and or go on your own commands. IL2 had it for the wingman.
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Old 10-08-09, 07:50 PM   #33
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*sigh*
no matter... I'll start counting rivets too, as FIREWALL said lol
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Old 10-08-09, 10:34 PM   #34
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Quote:
Originally Posted by Racerboy View Post
oh good idea....reminds me of my wingman in Jane's Longbow Anthology...I could give him commands to do things for me. But I would like for them to also 'override' my command if their captain deems something else more important. Now that would be cool.
Only BDU has the authority to direct U-boats at sea. What would be cool is
if U-boats in your area report to BDU you can mark their location on your map and have an idea where they are. Say within 400 miles. Then when a convoy is sighted (By them or you) BDU gives all boats orders to converge and attack.
All boats in the area give an estimated arrival time and when they show up BDU reports that to you as well as when to commence the attack.

The reason Wolfpacks are so important is because when another sub attacks and is driven under it pulls some of the escorts away from that area, leaving a big hole for other U-boats to drive thru. With an entire pack attacking it becomes lambs to the slaughter as it was historically.
Aces of the deep (1994 Sierra games) got this and almost every other detail of the U-boat war right

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Old 10-08-09, 10:46 PM   #35
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Originally Posted by Racerboy
That must be some kind of super ship. Any ship I've ever seen that has a breach in it's hull ultimately sinks....the degree of sinking determined by size of breach. Why are we going backwards here? This is a SIM not a shoot'em up game!
We'll see how much they improve the explosions and the SFX. I'll lay money down saying they will be a minor improvement that will need to be modded (once again).



In 1909, the White Star liner, Republic, survived without her entire bow for four days after another ship collided with her. She was even towed to port with the forward part missing.
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Old 10-09-09, 10:20 AM   #36
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I'd be quite happy if the devs simply took SHIII/GWX to the next level. I don't need to 'see' AI subs. I would like to know that there are AI subs out there as part of our assigned wolfpack but I certainly don't need to 'see' them.
There is so much right with SHIII/GWX (and legacy stuff from stock that is frustrating) but they certainly don't need to re-invent the wheel here. Just improve SHIII/GWX!!!
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Old 10-09-09, 12:34 PM   #37
mikaelanderlund
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Originally Posted by sergbuto View Post
I do post once in a while. As to new stuff - maybe.
Hi sergbuto,

long time no see. I hope we soon will see serg's SH5 pages. I'm still using your wolfpack mod and I love it

Mikael
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Old 10-09-09, 01:25 PM   #38
sergbuto
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Originally Posted by mikaelanderlund View Post
Hi sergbuto,

long time no see. I hope we soon will see serg's SH5 pages. I'm still using your wolfpack mod and I love it

Mikael
Thanks, Mikael. It is always good to learn that someone appreciates your ideas and work.

I hope that SH5 out of the box will need less modding.
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Old 10-09-09, 02:03 PM   #39
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It is to my understanding the uboats worked together (packs) and independently. This we know, correct? However, when working together the boats were often miles and miles apart working the convoy's projected course. Evey once and a while several boats were close enough to see the others torpedo work and become part of a closer pack visually. The fleetboats did as well. Can we say the more often than not the close in pack was much less than the spread out pack working miles of ocean in the convoy's projected path? If that is the case, does the AI submarine interaction really need to be heavy? For the most part you do not see your pack mates. Although most want the packs is it really an integral part of YOUR simulation?
Yes, more or less so from what I have readed, but it also varied during the war. In the first wolfpacks in 1940, a few U-Boats converged into a convoy and got to even see each other (F.e. Prien and Schepke) during or after the attack. Convoys were badly escorted and the wolfpack broke havoc in it easily. However, BdU never directed them as you would do in a god-eye strategy game, i.e. BdU didn't choose f.e. which side of the convoy each u-boat would attack and such. What it basically did was centralize the reports and assign a shadower to follow the convoys, and decide which uboats were close enough to make the attack worth it. He also decided sometimes when the attack should begin, as coordination on attacking from several sides at the same time is guaranteed to make the escort have more trouble. The wolfpack method of attack offered several advantages to the uboats, first of all the escorts had to leave their position sometimes and open a gap which another uboat could benefit from, and second the escorts were forced to return to the convoy soon after chasing down an uboat to keep the protection. This has saved more than one uboat from destruction, as I have noted reading Suhren's memories recently. Later in the war, the huter killers managed to kill many more uboats not because they had much improved technic (sonar) but also because they were able to stay indefinately with the uboat, until it run out of battery or air.

From 1942 onwards the larger escort size, occasional air cover, radar and higher number of available uboats made the wolfpacks be more spreaded and more similar to individual attacks. Since the "safe" area around a convoy was now bigger, the uboats couldn't lurk so closeby and hence the attacks were more spaced than in 1940, as each wolf had to work hard to enter the shooting gap.
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Old 10-09-09, 03:24 PM   #40
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Quote:
...the degree of sinking determined by size of breach.
Ahhh... not sure whether it indeed is _that _ clear-cut, actually. I'm sure I've read some combat reports (either Kriegsmarine or USN, not sure just now) describing attacks with the ship splitting in two, but (either) one of the parts still remaining afloat...

I stand to be corrected though
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Old 10-13-09, 10:07 AM   #41
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Originally Posted by sergbuto View Post
Thanks, Mikael. It is always good to learn that someone appreciates your ideas and work.

I hope that SH5 out of the box will need less modding.
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Old 10-13-09, 11:14 AM   #42
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I hope there is an AI controlled Allied Sub or two in SHV.

So long as the Devs dont script submerged ones lurking in the Bay of Biscay- that would just be evil.
imagine returning to base from your prize 100k patrol...when - BOOM BOOM BABY!!

I hope that the watch crew can spot perricopes and Torpedo wakes - then it will be cool. You have seconds to manover your boat out of harms way (when faced with eels)....
IMHO, that would provide a few minutes of pant sh 1tting awesomeness
And a very nice change from tiresome ol merchents and DDs

And If the prospect hostile AI subs scares you... hear this!

BDU : BE MORE HARDCORE!
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Old 10-14-09, 05:38 AM   #43
piri_reis
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Originally Posted by JU_88 View Post
I hope that the watch crew can spot perricopes and Torpedo wakes - then it will be cool. You have seconds to manover your boat out of harms way (when faced with eels)....
THAT is one awesome idea
Maybe also have some random periscope sightings that turn out to be false alarms, to add some suspense if you are being tracked or not..
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Old 10-14-09, 07:20 AM   #44
Seeadler
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Updata 14.10.2009

Any chance to meet a partially damaged ship (imitating activity of another u-boats)?

Yes. This is one of the enhancements of the damage system and the dynamic campaign.

Will there be a Macintosh version of Silent Hunter?

There is no Mac version planned at the moment.

Will the navigation map handle the earth as a cylinder like in SH3?

Yes. Although not geographically correct, the cylindrical view is the easiest to understand and use of all cartographical projections, especially if we consider the possibility that the player could roam all the seas as he / she wishes. We investigated other projections as well, using a globe or specific maps of several locations (like they did in reality) but the drawbacks in terms of usability, freedom and understanding were too big to consider them further. Also, there is a number of technical problems associated to other geographical projections, which we chose not to tackle for now.

Will SH5 allow the flexibility for a player to switch between commanding a surface warship and a submarine or even the ability to switch sides?

For the release of SH5 the player will only be able to command a German u-boat.

taken from here:
http://forums.ubi.com/eve/forums/a/t...7/m/8591082387
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Old 10-14-09, 07:49 AM   #45
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Too bad:
Quote:
Will the navigation map handle the earth as a cylinder like in SH3?
Yes.
At least this sounds great:
Quote:
The harbor keeps the first person perspective, but some of the management jobs are better done through 2D interfaces.
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